Dialogue Performance and Design for Creatures, Monsters and Demons.
summary
Creative Assembly documents a full in‑house pipeline for Total War: Warhammer that moves from concept art through live casting and script proofing to recording, Pro Tools editing and Wwise implementation. Specifics include a seven‑strong dialogue team, ~25 existing characters, recording with a Sanken C100K 192 kHz chain, handcrafted in‑breath/out‑breath sequencing and randomization (≈20 breath variants), plus layered pumps, pitch processing, resonators and EQ — choices that determine whether a monster voice reads as natural or muddy.
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chapters (24)
- 0:00Dialogue design for monsters
- 4:16Total War’s dialogue pipeline
- 7:28Skaven warlock voice
- 10:15Casting extreme characters
- 15:08Efficient voice recording
- 16:53Recording warlock breaths
- 18:57Monster voice performance
- 21:24Warlock breath sound design
- 23:50Randomizing breaths
- 26:26Breath timing refinement
- 28:41Pipeline wrap-up
- 29:03Introducing Torok
- 30:34Dark Tongue language
- 32:37Beastmen emotions
- 34:01Torok the Minotaur
- 36:09Directing beastmen
- 37:56Dark Tongue pronunciation
- 38:37Brass resonance for Torok
- 41:19Prayer bowl resonance
- 42:46Metallic reverbs for Torok
- 44:10Resonating plugin processing
- 45:35Reverb balancing
- 46:48Torok in battle demo
- 47:16Q&A
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